Chapter 1: A Friend in Need
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"Ooh is that the Bacardi Reserva Limitada? I haven't had a chance to try this yet. The young man goes to uncorck the bottle and and draws in a deep breath through his nose taking in the sweet scent. "This will wait until after our task is done. A fine celebratory reward." Vatra pockets the bottle in has pack for later consumption.
Noticing the wand, "This looks pretty neat as well. If no one else wants it I’ll be happy to hang on to it."
"Well at least I won't have to make idle chit chat with this one." she moans.

"The Yawning Portal? Of course my Lady," Talulah says politely to Xelia as she pulls the reins on the two black Sembian draft horses. Once she shuts the window, she turns to Alastriona. "Really, the Yawning Portal? How typical. All this city's trouble seems to begin and end in that damned place!" She finds herself unnerved by Alastriona's silence and awkward invasion of personal space.
The journey through the main thoroughfares of the city is swift. Alastriona is treated to views of hawkers, entertainers, and patrollers. A flight of Griffon Riders streaks across the sky as you approach the Yawning Portal, on their way back to Castle Waterdeep.
The wounded Renaer brings the Kenku prisoner out of the Tavern and into the carriage. He is impressed.
"Wow, I don't know what you all told Remi, but obviously you struck a chord with her. Well done."
He exchanges familiar pleasantries with Talulah and comes aboard with the prisoner, who fulfills his end of the bargain and gives the location of the Xanathar Guild hideout. All the while, he interjects Thieves' Cant with Stitches.
"Follow the yellow signs in the sewers," he repeats in a thin, nasally voice. "I be taking me leave now, aye?" he says in a heavy Lantan accent.
She snaps out of her silent meditation as the carriage comes to a stop. She looks at Talulah in study, gives a slow nod, then hops down off the driver's bench. From within her bag, she pulls out the black cloak and wraps it around her shoulders, leaving her shawl draped upon her head. Alastriona walks over to the grate in the ground, looks to the Xanathar kenku, then crouches to inspect the grate's opening mechanism.
Rats scurry about as you descend into the well-worn stone sewer. A putrid stream flows along this sewer tunnel, which leads in two directions. In one direction, you see a tiny symbol drawn on the wall in chalk: a palm-sized circle with ten equidistant spokes radiating out from its circumference — a stylized representation of Xanathar. You follow the symbols, descending deep into the city’s labyrinthine sewers.
After twenty minutes of following these symbols, you come to a three-way intersection where a ladder leads up into a stone shaft capped by a circular metal cover. One of the familiar chalk symbols is marked on a wall nearby, and floating near the symbol is a spherical, grapefruit-sized creature with a bulging central eye and four stumpy eyestalks. Given that you are operating in pure darkness* and stealthing your way through the tunnels, you are fairly certain it hasn't noticed you yet.

Also, something to decide on still: what do you do with your prisoner? He's wanting to leave right away after showing you the way. Do you want to let him go? Keep him with you? Leave him in the magic mansion with Talulah and Renaer?
* I'm assuming Stitches takes the Goggles of Night
Rolls
Stealth checks (A, B, P, S, V, X) - (1d20, 1d20, 1d20, 1d20, 1d20, 1d20)
1d20 : (20) = 20
1d20 : (14) = 14
1d20 : (19) = 19
1d20 : (3) = 3
1d20 : (15) = 15
1d20 : (13) = 13
Rolls
Initiative (A, B, P, S, V, X) - (1d20-1, 1d20+3, 1d20+3, 1d20+3, 1d20+1, 1d20+1)
1d20-1 : (14) - 1 = 13
1d20+3 : (15) + 3 = 18
1d20+3 : (18) + 3 = 21
1d20+3 : (15) + 3 = 18
1d20+1 : (11) + 1 = 12
1d20+1 : (13) + 1 = 14
Gazer Initiative - (1d20+3)
(7) + 3 = 10
Hit Points 12/12 (1d10+2)
Speed 30 ft.
STR 16 (+3); DEX 8 (-1); CON 15 (+2); INT 8 (-1); WIS 10 (+0); CHA 16 (+3)
Saving Throws Wis +2, Cha +5
Skills Athletics +5, Insight +2, Intimidation +5, Perception +2
Damage Resistances necrotic, radiant
Senses Darkvision 60 ft., Passive Perception 12
Languages Abyssal, Celestial, Common
Armor Proficiencies All armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Lyre
Actions
-- Healing Hands 1/1 long rest; restore up to 1 HP to a touched creature.
-- Divine Sense 4/4 long rest; detect celestial, fiend, or undead within 60 ft. that are not behind total cover; detect consecrated or desecrated places or object.
-- Lay on Hands 5/5 HP long rest; restore HP to a touched creature; spend 5 HP to cure one disease or poison.
-- Falx (Sword) Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 slashing damage, or 1d10+3 slashing damage if used with two hands to make a melee attack.
-- Sickle Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 slashing damage.
Conditions None
Rolls
Falx, Slashing Damage - (1d20+5, 1d8+3)
1d20+5 : (2) + 5 = 7
1d8+3 : (8) + 3 = 11
Rolls
Crossbow attack, damage - (1d20+7, 1d8+3)
1d20+7 : (6) + 7 = 13
1d8+3 : (2) + 3 = 5
Still to act: Prince, Stitches, Vatra, Xelia
Rolls
Vicious Mockery- damage if failed WIS Save of 13 - (1d4)
(1) = 1
Rolls
Wisdom Saving Throw - (1d20+0)
(13) = 13
Rolls
Vicious Mockery. WIS save DC 13. - (1d4)
(2) = 2
Rolls
wis save dc 13 - (1d20)
(10) = 10